Despite substantial development in speech technology, speech synthesis solutions have yet to achieve the level that makes them indistinguishable from human speech. For ubiquitous deployment, virtual voices must sound not only intelligible and natural but also intelligent and expressive. Virtual voices must convey the sense that they actually understand what they are saying and are capable of delivering messages with the appropriate emotional underpinnings.
VivoText’s technology is modeled after a proven musical performance application called Music Objects Recognition (MOR). Developed by VivoText founder, Gershon Silbert, MOR delivers computerized expressive musical performances that are indistinguishable from human ones.
The VivoText speech engine is comprised of language analysis and speech generation modules, proprietary Voice Sample Libraries and a UI that enables control over the mood, emphasis, timing, and pronunciation of synthesized speech.
Major applications for VivoText’s TTS engine are in entertainment, electronic publishing, mobile, and assistive technologies for the visually impaired and the elderly. Primary applications include speech-enabling interactive toys and games, mobile devices, e-books, and websites. In these markets it is an accepted practice to use live recordings for applications in which the quality and “humanness” of the voice is deemed essential. Using TTS instead of live recordings offers a clear cost-benefit advantage, limitless dynamic content delivery and enables significant expansion of voice-based services and applications.
Trendlines’ director: Steve Rhodes
The speech technology market is expected to reach $31.3B by 2017 according to Global Industry Analysts. VivoText is differentiating itself from its major competitors, led by Nuance Communication, by introducing E-TTS, thus setting a new standard in speech technology just as Dolby did for tape noise reduction and Adobe, for document maintenance. VivoText will have a major impact on a broad array of applications in the entertainment, e-publishing, advertising, mobile messaging, educational and assistive technologies markets.
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